Monday 15 May 2023

THUNDER AND IRON (GLoG Class: Handgonneer)

Depending on when and where your game is set, guns probably exist! After all, they were popular 200 years before the ubiquitous fantasy rapier. But if you’re right at the early years, any gun you’ve got access to is probably an absolute piece of unwieldy, noisy, smoky shit.

Here’s a class for specialising in those glorious, venerable, cast-iron pieces of shit.

HANDGONNEER

SKILLS: Explosives and (1d3) Alchemy, Soldiering, Smithing

EQUIPMENT: Chainmail armour with kettle helm (with padded ears), Handgonne, polearm of choice, 30 iron shots, 2 horns of black powder (15 shots worth each), ramrod, wadding, 10ft of slow match, 1d6 random bullets (roll 1d6 for type), severe tinnitus.

Gain +1 to hit at each template

A: PIKE AND SHOTTE, AIM AND FIRE
B: TOOLS OF REVOLUTION
C: CLOSE QUARTERS
D: CARTRIDGE

PIKE AND SHOTTE: You have a Handgonne, a end-heavy cast iron gun with a four-foot haft. It deals 1d12 bludgeoning and piercing damage (whichever is more advantageous) and has range as a shortbow. It takes a full minute to load, will deafen anyone with unprotected hearing within 10ft for a round when fired (get a save only if you're outdoors, affects you too), leaves a 20' cloud of impenetrable smoke in front of you when fired (takes a minute to dissipate indoors), and can only be replaced (or replicated) by an open-minded blacksmith. You may use it as an improvised heavy bludgeoning weapon.
It will scare the shit out of any untrained person who doesn't know what a gun is, which is frankly most people, and rattle the hell out of a regular trained person.

You're also proficient with polearms, and can switch between wielding your gun or a polearm on your turn for free.

AIM AND FIRE: If you do not move during your turn (before or after firing), then you attack with advantage when using loaded weapons.

TOOLS OF REVOLUTION: Your gun inspires fear and quells violence. If you fire your gun while trying to get attention or shut someone up, it works, no question. If you've fired your Handgonne, enemies with no idea what the hell it is take a -2 penalty to their morale.

CLOSE QUARTERS: You can safely fire your gun regardless of how far up in your business your target (or their friends) may be.

Also, you can "see" through smoke within the reach of your polearm well enough to strike accurately.

CARTRIDGE: You've discovered the secret of shoving the right amount of  black powder and bullet into a pack of waxed paper for before you need it, and are good enough at it as to reliably not blow your hands off if you try. You can reload your Handgonne with an action if you use these, and can make them using any of the various bullet types.

EQUIPMENT

  1. BLACK POWDER. Gritty, smoky, kaboom-y. Useless when wet (but a horn of it is tightly sealed), gives a good bang. If you can set off a horn of it, 2d6 fire damage in a 5ft radius and a great big cloud of smoke. Costs about 5 gp for a hornsworth (15 shots), but you can make it yourself for 1 gp anywhere you can buy sulfur.
  2. SLOW MATCH. Slow-burning, thin, nitrated rope. Used to shove down the hole in your Handgonne to light the charge. 5cp/foot, burns for about an hour/foot, as bright as a shit candle. Can substitute with any narrow source of flame in a pinch.
  3. RAMROD: Just a straight stick with a round cloth pad on the end. You need this to pack your gun tightly enough for it to fire (though in a pinch you can substitute a spear haft, a handgonne has a gargantuan bore)
  4. WADDING: a little bit of wool cloth or similar. Tends to make shots work better, vital for the weirder rounds like buck or wiz-shot or flechettes.
  5. KETTLE HELM WITH PADDED EARS: Comfy, warm, and provides just enough ear protection that you probably still have functional-ish hearing when not wearing it.
  6. BULLETS (1d6)
    1. IRON BALL. 1d12 damage, range as shortbow. Costs the same as an iron spike.
    2. ROCK: It's a rock. Free to replace nearly anywhere (with ten minutes work to find the right size or chip off the corners), reduce damage to 1d8 and range to half. Free
    3. BUCKSHOT: Load of small metal balls (or chips, or whatever really). 1d8 Piercing damage in a 20ft line. Cost as a bag of nails (sometimes is a bag of nails)
    4. STAKE: Sharpened wooden dowel with an iron cap on the flat end, stuffed down the barrel. 1d10 damage with half range, but absolutely fucks up vampires (double damage, or instant kill if they're helpless). Half cost of a standard bullet.
    5. WIZ-SHOT: Copper, salt, silver, and lead dust, all mixed up and slugged down the barrel. Makes a horrid coughing cone of powder (1d6 bludgeoning in a 15 ft cone), does double damage against intangible things and force-fields and all that sort of magical construct, and fucks up magical wards and circles right proper. 10x cost of standard bullet.
    6.  FLECHETTE: Big ole twist-finned spike. 2d6 piercing damage over double range. 4x cost of standard bullet (mostly in the fin construction)
    7. ADAMANTINE: Most dangerous shit around, nearly unobtainable. 2d12 damage, punches through three foot of anything. Ignores pretty much all armour or resistances. Can't be found or purchased except in the weirdest of circumstances

 


1 comment:

  1. Boom.

    I laughed super hard reading this, but I actually love it as a class as well. Good work!

    ReplyDelete

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